ENDLESS™ Space 2

ENDLESS™ Space 2

G2G Balance Mod - not in use currently
136 Comments
Tonatsi Jun 10, 2022 @ 5:32pm 
It wasn't replaced, it was simply merged into the full game. Amplitude currently has no prospective balance changes so they have no need for this mod.
Zombie Jun 10, 2022 @ 4:58pm 
since this mod is no longer supported wonder what is replacing it. Been several years since I played last
Kaito Gillscale Sep 16, 2020 @ 4:14pm 
I was curious if I could request a mod while this one is updating. Would it be possible to set up a system where you can exile population? Like...on the screen where you can encourage reproduction for pop in your empire, there's a way to make them undesirables so they eventually are all removed from your empire over the course of...say...5-10 turns? Not sent to another planet, but just disappear from the game all-together on systems I own. I specifically want this for when I play Riftborn, since 90% of all minor pop and other factions' pop use up food and that just annoys me. I don't want to have to be religious to enact laws like this, so a mod that does the feature would really make me (and quite a few other people on the forums) happy.
recouer Dec 12, 2018 @ 7:58am 
could you please balance the burrows tech with the riftborn, as i get too strong a power spike too damn fast...
in fact, having one or more system with 70 pop and 10k industrie per turn may be a bit overpowered and i'm only 200 turn ahead in the endless gamemode
Tonatsi Nov 22, 2018 @ 10:04am 
You may have read old patch notes or they may have forgotten to change them, but anyway, the mod is now currently deprecated.
megabot Nov 22, 2018 @ 8:56am 
...ain't some of them already in the game?like the autonomous administration
Dominicius Nov 20, 2018 @ 3:02am 
Do these guys even playtest their patches I wonder? Literally booted up cravers and their militarist law still provides a happiness bonus for wars with minor factions. Not that I mind since I would rather not be forced to play religious cravers every single game.
Obsidian Shadow Nov 16, 2018 @ 11:30am 
Just saw the dust inflation building for Lumeris. FYI it gives -25% dust inflation for 10 turns at the cost 4146 influence on turn 111. Meh. I think ill hang on to my influence.
Obsidian Shadow Nov 16, 2018 @ 11:29am 
Riftborn: A bit concerned about reduced singularity benefits. With their reduced mobility and manpower issues and glass cannon ships they need all the help they can get.

Cravers will definitely be unhappy and much harder to play...(with the military law nerf) By turn 100 most minor civs are assimilated anyway... Was that really necessary?

Dirty hands act: I haven't been using it much so I'm not sure what 50% weaker will do yet.

Thank you for your continued support and development of this great game.
Obsidian Shadow Nov 16, 2018 @ 11:28am 
Lumeris: improvement seems good especially inflation and colonization. Market tax is hard to understand. When I build the TCB I raise the tax to the max to make it tougher for other empires but I do not get feedback telling me how much each turn this tax gives me when the other empires sell or buy.

Vodyani: seems ok, a bit concerned about the impact of the "all must" module nerf (need to test) Meditation module seems a good idea to me (ark cannot be attacked when anchored, mil tech 2) because arks are a lot more vulnerable to ships than planets are to invasions by troops. When you enter the name in the search box it points to unstable isotopes. Research of UI makes meditation modules available in the ark menu. But when you install the MM module in the ark design page arks then become invisible to build in the build queue. If you redesign the ark without a MM, arks reappear in the build menu. This seems like a bug to me and I would welcome a fix that makes the MM available.


jhell Oct 26, 2018 @ 12:55am 
Not yet! But with the last round of feedback, we feel the changes are ready for the next base game update.
tiktaalik Oct 19, 2018 @ 3:12pm 
Another question, if I may. Have any of the changes that are in the change notes been implemented in the game already?
tiktaalik Oct 18, 2018 @ 11:13pm 
Thanks ;)
Nkrumah Oct 18, 2018 @ 9:42pm 
@prokolyo No, you don't need any DLC for the mod.
tiktaalik Oct 18, 2018 @ 2:21am 
Do you need to have Supremacy in order to run this mod?
initium Oct 5, 2018 @ 8:47am 
(My thought)
The Cravers are a "test tube" soldier created by the Virtual Endless to help carry out their mass genocide. Once finished with, they were abonded on a planted bombed into the stone-age. For me their story requires a mechanic to get past their lack of reproduction (Why would a test tube soldier need to procreate? Why would a hungry being share?). Perhaps this could be worked into the Cravers mechanic so it slows them down without a meaningful slave pop to create a Craver pop. This could also be worked into their Craver specific governement.
initium Oct 5, 2018 @ 8:46am 
As this is a balance mod I hope the Cravers get nerfed as I no longer play the game with AI Cravers. They spoil the game due to their rapid spamming across systems.
They already have a really healthy FIDSI bonus mechanic and their ships are good, so adding their system spamming ability with a lack of meaningful governance (autocracy) and the fact that they strip planets of usefulness to other factions, makes the game pointless unless you play as a Craver.
Dragar Sep 29, 2018 @ 10:07am 
Everyone (except perhaps Lumeris) makes more dust from selling unwanted resources than from dust directly.
3dahs Sep 29, 2018 @ 5:08am 
@dragar I see your point but isn't that if they have access to those resources? Don't you think it makes luxery resources and other resources more valuable to own instead of just being stockpiled? Now wars can be had over certain resources if its done right. I agree that values to certain resources should change on the market. Maybe a higher default tax would help as well.
Dragar Sep 28, 2018 @ 1:05pm 
@whiteking409 if your allies sensibly invest in resources rather than dust, inflation is of no issue (and probably even helps them). It's a backwards mechanic.
Puppet Master Sep 28, 2018 @ 9:33am 
Thank you so much, I retract my rant :p
Tonatsi Sep 28, 2018 @ 9:26am 
the current features are listen in the change notes tab. just look underneath the tab selector at the very top of the page
Puppet Master Sep 28, 2018 @ 8:52am 
It's an enormous pain trying to find an up to date changelog for this. It's neither here nor on the front page of the linked forum post... Eh?
whiteking409 Sep 27, 2018 @ 6:12pm 
I think to make sure the lumeris doesn't kill their allies with inflation their co-op should 15% dust and 15% dust inflation once the co-op is finished.
3dahs Sep 24, 2018 @ 12:27pm 
Woke up to todays new patch....That was dirty bro.
3dahs Sep 23, 2018 @ 3:47am 
Jhell drop a new patch please :D
jhell Sep 13, 2018 @ 5:43am 
Yes the balance changes impact the base game and sometimes expansion content. In this case a lot of the changes are for vanilla factions. I can confirm the mod works fine on 1.3.12, we'll try and update the description (maybe in a little while as we already received some feedback on the changes).
initium Sep 13, 2018 @ 3:26am 
Great idea. I'm interest though I've just booted up and checked the my game build. Currently I'm at 1.3.12 S5, So I have two questions regarding this mod.

1 - Are the balances in place for non Supremacy owners? I have the Vaulters, but their will be pleanty of vanilla owners out there too and the blurb doesn't explain if this mod is suitable for all.

2 - As we're at 1.3.12 build now, have any of the mods changes been altered by the latest build?
jhell Sep 7, 2018 @ 1:09am 
Hi,

Last version of the balance mod is up. It should run fine on the last public 1.3.9 build. Full change log on our G2G forums, here:

https://www.games2gether.com/endless-space-2/forums/66-game-design/threads/27427-g2g-balance-mod-feedback?page=28#post-271226

Many thanks to everyone who gave suggestions, and looking forward to hearing your feedback!
Drugs Aug 22, 2018 @ 8:46am 
Its good that you fixed probes, but Hissho are stillborn and this bug thas the only thing that helped Hissho to survive.
⚡Judge Zed⚡ Aug 12, 2018 @ 11:17pm 
These guys have too many good ideas.
Puppet Master Aug 4, 2018 @ 12:17am 
This is only effective when there is something they want to test balance wise. A new patch tends to incorperate this mod.
Doc Aug 3, 2018 @ 3:35pm 
It doesnt seem to work after yesterday's game patch
Lord_Chencho Jul 6, 2018 @ 1:10pm 
suscribed!
InvictusDoom May 6, 2018 @ 12:35pm 
It would be nice if the change note's stated what version of the game the balance mods are for. How do you tell if these are balance mod for "V1.2.23 S5 Gold Public" or for something else?
Mr Blue May 3, 2018 @ 8:48am 
Hoeatio actually ecologist ?
[Slayer] Apr 24, 2018 @ 2:10pm 
Please unban me.
jhell Mar 19, 2018 @ 4:39am 
Hi,

This is not a bug, it's the effect of the Ecologist party "super law". It allows you to colonize any telluric planet in the game but you get a % malus to its FIDSI generation if you don't have the requisite tech. Very handy for rapid expansion!

Best,
Valkyriehunt Mar 18, 2018 @ 8:46pm 
I believe Horatio is bugged as all planets are being listed as colonizable without requisite techs
Vaultwulf Mar 17, 2018 @ 11:52am 
@Hugh DePayne Yes, that is correct. Also the current version of the mod has been integrated into the game with the lastest patch.
Hugh DePayne Mar 17, 2018 @ 11:13am 
Just to confirm using a mod will prevent us from getting acheivements correct?
Jones 27 Feb 24, 2018 @ 12:17pm 
thanks for reworking the political parties - now ecos finally got a change
Ruzen Feb 14, 2018 @ 1:40am 
Enfer is alive again :summerghost:
PARAdoxiBLE Feb 13, 2018 @ 7:09am 
It's reborn!
jhell Nov 21, 2017 @ 8:02am 
All changes from the mod have been integrated in the latest update - thank you for your feedback!

@Elchardus: it's not currently possible for us to do what you describe using only the mod. The best way to make your request heard is to head over to our forums at https://www.games2gether.com/endless-space-2/forums

@Italy: I'd advise you to not use the mod on the latest update. We'll update you when a new version of the mod is available.

@Insane: like Ridiculi said, allied victory is in the game already :). What gave you trouble?
Ridiculi Nov 21, 2017 @ 7:50am 
@Insane It's already in there, I won an alliance wonder victory last night
Insane Nov 19, 2017 @ 12:51pm 
Please for the love of god, can you add allied victory? What is the point of having an alliance in the game when only 1 person can win still. Or better yet, let us make teams in the game lobby.
IndiePoppinOff Nov 16, 2017 @ 6:00pm 
Did this mod break with the latest update?
Elchardus Nov 16, 2017 @ 1:23pm 
Good evening ENFER.

Just wanted to say it's really weird when you decide to play with the racist Horatio and then get three non-Horatio heroes too pick among in mid game. At least Horatio should be able to convert those heretic heroes to fellow beautiful Horatio, no?

When I refuse to choose, hoping it won't give me any of the three, it just randomly gives me one.
AAAANd from that moment on, I'll get spammed because I refuse to use him and I can't sell that hero.

Could this mod somehow (it might simply be impossible) offer a solution to this issue? :)

(Been a while since I've played, so fully ignore this comment if not anymore up to date)

Thanks for reading.
Torporific Nov 1, 2017 @ 7:31pm 
With the latest version of the mod loaded, Improved Fusion Torpedoes add a ridiculous amount of offensive military power (over 2800), and the weapon type for all weapons is listed as "Weapon type".